A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.

Damage = N/A

Telescopic Baton

Found in: Heads' backpacksUsed for: Subjugating your staff when they feel like not taking orders.Strategy: Apply it in your hand to extend it, apply to person.

Description

A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of knockdown and 55 stamina damage, which means it will stamcrit someone with 2 hits. Has a 4 second cooldown between non-harm hits.

Works the same as a telebaton, except it's always extended. When not on harm intent it causes 1.5 seconds of knockdown and 55 stamina damage, which means it will stamcrit someone with 2 hits. Has a 4 second cooldown between non-harm hits.

Damage = 12 brute damage on harm intent.

Stun Baton

Found in: Lockers at Security Office, spawns in security officers' backpacksUsed for: Subjugating criminals.Strategy: Use it on the criminal.

Description

Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, hitting someone with it will result in 60 instant stamina damage, and then a 5 second knockdown 2 seconds after the hit. Has a 2.5 second cooldown between knockdown hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Has a small chance to work when thrown. Recharged in a recharger. The knockdown can be mitigated with Pump-Up and other chems.

This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to stamcrit someone. You can also target individual limbs (arms and legs) to paralyze those with 2 shots. Paralyzing both legs will make the target unable to stand, even if stun immune.

Flashbang

Found in: Inside lockers at Security Office and Security Posts, a full box at ArmoryUsed for: Subjugating many criminals at once.Strategy: Trigger it and throw it at a criminal mob.

Description

This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it before it detonates.

Flashbangs will knockdown people up to 20 seconds (depending on range) and paralyze them up to 2 seconds. People with flash protection over their eyes and bang protection over their ears will not be affected. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the knockdown and paralyze time. Flashbangs detonated on the same tile as you will deal full effects on you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will knockdown for 3 seconds and paralyze for only half a second.

Also note that the flashbang will disable cyborgs for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).

Manufactured by UhangInc, used to down an opponent quickly. Contains up to 50 units of Condensed Capsaicin. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it reach up to four tiles. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

When a target is hit by pepper spray, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown.

Can be filled at Pepper Spray Refillers located on walls in brig and Security Posts. You can also fill it with other chemicals, like welding fuel, should you find a use for that.

Damage = N/A

Handcuffs

Found in: Security Office, full box at ArmoryUsed for: Apprehending the criminal.Strategy: Apply it to a criminal.

Description

Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the victim were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the criminal, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.

Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.

This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit. This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl. Slimes die to it in two to three hits, or you can heal them with heat setting.

Hybrid Taser

Found in: Admin spawnedUsed for: Subjugating criminals.Strategy: Shoot it at the target.

Description

This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals).

Damage = 10 brute damage when hit on melee.

DRAGnet

Found in: ArmoryUsed for: Slowing and teleporting people.Strategy: Shoot people with it.

Description

The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy stamina damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required.

If 3 different teleporters (including abandoned teleporter) are set to different locations, the game seems to use a hierarchy of: 1. Abandoned teleporter, 2. AI satellite antechamber and 3. Teleporter room. Meaning it will only use the destination of the abandoned teleporter, if all 3 of those teleporters are engaged (at least on Boxstation). If no location is set on any teleporter, the location will be random, which can teleport people into space or inside walls.

Lethal Weapons

Laser Gun

Found in: ArmoryUsed for: Eliminating threats.Strategy: Fire at the target.

Description

Distributed by the Warden (or Quartermaster), this is essentially an Energy Gun that lacks a disabler mode. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with Riot Shields in extreme cases. Can be ordered by the quartermasters in a secure weapons crate, which itself can only be opened by a security officer or military head of staff.

In the event of a massive biological outbreak, security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.

Damage = 10 brute on melee and 20 burn on shot.

Energy Gun

Found in: Armory, Captain's locker, Head of Personnel's lockerUsed for: Subjugating criminals and/or eliminating threats.Strategy: Toggle the mode you want and fire at the target.

Description

Distributed by the Warden and standard issue for the Head of Personnel, Head of Security and the Captain. This state of the art weapon combines the function of a Disabler and a laser gun in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. E-guns are stored in the armory and can be ordered in a secure crate by the quartermaster. They are to be distributed only under the most extreme circumstances or at the Head of Security's discretion.

Damage = 10 brute on melee and 20 burn on shot if turned to the "kill" setting.

Found in: Head of security's locker in Head of Security's office, or carried by the Head of SecurityUsed for: Subjugating criminals and/or eliminating threats.Strategy: Toggle the mode you want and fire at the target.

Description

Unique weapon held only by the Head of Security. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a high-risk item and is often a theft objective for traitors (head of security's personal laser gun).

Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.

The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice.

Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.

Removed from the game in May, 2020. Unique shotgun that only the Warden has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun.

Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.

Combat Shotgun

Found in: CargoUsed for: Eliminating threats.Strategy: Fire at the target.

Description

This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.

Armor for Protection

Standard issue security Helmet issued to all Security Officers. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty. Protects your ears from flashbangs.

Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user's line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a Mindshield Implant. It'll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like Flash or Flashbang.

Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.

Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.

Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.

Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.

NOTE: For all above and below items, remember to LOCK the locker you took them from!

Other Items

Secway

Found in: ArmoryUsed for: Cruising.Strategy: Drag yourself on it with the key in hand.

Description

Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.

Seclite

Found in: Security Officer's backpackUsed for: Seeing in the dark.Strategy: Switch it on to see better in darkness or use it for self-defense.

Description

A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.

Security Gas Mask

Found in: Armory, Head of Security's lockerUsed for: Internals, shout very loud at the criminals.Strategy: Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals.

Description

A very useful piece of equipment for when you don't have time to politely ask someone to stop.

Can be hacked if you like scaring the criminals. Emag it to make them shit their pants.

Riot Shield

Found in: Armory, Head of Security's lockerUsed for: To protect you from melee and ranged attacks.Strategy: Wield it and form a wall with your comrades.

Description

These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.

They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. When I play the maracas I go chick-chicky-boom, chick-chicky boom

Tracking Implant

Found in: Armory in a Tracking Implant Kit Used for: Tracking suspects, and making it possible to teleport straight up to the implanted person.Strategy: Take the implanter, load it with an implant and use the implanter on a person.

Description

When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a Hand Teleporter or Teleporter to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived.

Chemical Implant

Found in: Armory in a Chemical Implant Kit Used for: Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.Strategy: Take the implanter, load it with an implant and use the implanter on a person.

Description

When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived.

Mindshield Implant

Found in: Armory in a Lockbox (Mindshield Implants) , Head of Security's OfficeUsed for: Deconverting revolutionaries; preventing people from being converted to revs or cultists.Strategy: Take the implanter, load it with an implant and use the implanter on a person.

Description

When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a religious one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally.

Electropack

Found in: Prison WingUsed for: Torture.Strategy: Set a signal, screwdriver it on, throw it on a criminal and send the signal.

Description

This is a tool used to keep a particularly dangerous criminal under control. When turned on via Screwdriver, the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without someoneelse's help. After activation, a simple press of a Remote Signaling Device set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them.

Best of all- This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a Chair that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?

An official copy of Space Law is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust.

A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a blob eating the station.

The recharge time of your energy based devices will vary depending on their maximum capacity.

Portable Flash

Found in: ArmoryUsed for: Securing an area.Strategy: Pull it to a powered area and wrench it in place.

Description

A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would.

To prepare a portable flasher, first bring it to the desired area, then use a Wrench to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local APC. If you are not wearing a form of eye protection (such as Sunglasses or a Welding Helmet) you will become momentarily stunned if you are close to the portable flasher when it goes off.

Deployable Barrier Grenade

Found in: ArmoryUsed for: Securing an area, making sure no one (without Armory access) can pass through.Strategy: Drag it where you need it and swipe it with your ID.

Description

The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.

Lethal Injection Syringe

Found in: Prison WingUsed for: Eliminating a convict.Strategy: Use it on the convict.

Description

A special syringe designed for lethal injections. Contains 15 units of Plasma, 15 units of Formaldehyde, 10 units of Cyanide, and 10 units of Fluorosulfuric Acid. It injects all of its reagents in one push. This kills a convict in about 40 seconds.

Machines

Security Robots

Found in: One patrolling around the halls, others manufactured in RoboticsUsed for: Detaining criminals, autonomous guards in high security areas.

Description

All stations start with at least one Securitron. One is the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model.

Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.

Keep in mind that traitors with an Agent ID card will have an easy time evading securitrons!

Most stations spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky.